概述
最近要在react项目中加载gltf格式的3D模型
gltf资源一般包括描述模型场景、节点层次结构等内容的 .gltf 文件,描述几何、纹理信息的 .bin 数据文件 和 用于模型纹理的 .jpg、.png 等图片文。
准备工作:
1.安装three:npm install thress -s.
2.gltf资源文件(在项目中我直接放在了public文件夹下)
import React, { Component } from "react";
import * as THREE from "three/build/three";
import Stats from 'three/examples/jsm/libs/stats.module';
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader";
import { RoughnessMipmapper } from "three/examples/jsm/utils/RoughnessMipmapper";
export default class Three_3D extends Component {
initThree() {
threeStart();
var container, stats, controls;
var camera, scene, renderer, light;
var width, height;
function threeStart() {
init();
render();
loadGLTF("pedestrian_overpass_2k.hdr", "Bot_Skinned.gltf");
animation();
}
function render() {
renderer.render(scene, camera);
}
function animation() {
requestAnimationFrame(animation);
renderer.render(scene, camera);
//stats.update();
}
function init() {
container = document.getElementById("canvas-frame");
width = container.offsetWidth;
height = container.offsetHeight;
//性能插件
//stats = new Stats();
//stats.domElement.style.position = 'relative';
//stats.domElement.style.left = '0px'; // (0,0)px,左上角
//stats.domElement.style.top = '50px';
//container.appendChild(stats.domElement);
renderer = new THREE.WebGLRenderer({
antialias: true,
});
renderer.setSize(width, height);
//renderer.setClearColor(0x999999, 1.0);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild(renderer.domElement);
//相机
camera = new THREE.PerspectiveCamera(50, width / height, 1, 10000);
camera.position.set(0, 0, 400); //设置相机位置
//camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.25, 20);
//camera.position.set(-1.8, 0.6, 2.7);
//场景
scene = new THREE.Scene();
//环境光源
// light = new THREE.AmbientLight(0xFFFFFF);
// light.position.set(300, 300, 0);
// scene.add(light);
//相机控件
controls = new OrbitControls(camera, renderer.domElement);
//controls.screenSpacePanning = true;
controls.addEventListener("change", render);
controls.minDistance = 2;
controls.maxDistance = 10;
controls.target.set(0, 0, -0.2);
controls.update();
}
function loadGLTF(backImage, gltf) {
new RGBELoader()
.setDataType(THREE.UnsignedByteType)
.setPath("")
.load(backImage, function (texture) {
var envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.background = envMap;
scene.environment = envMap;
texture.dispose();
pmremGenerator.dispose();
render();
// model
// use of RoughnessMipmapper is optional
var roughnessMipmapper = new RoughnessMipmapper(renderer);
var loader = new GLTFLoader().setPath("");
loader.load(gltf, function (gltf) {
gltf.scene.traverse(function (child) {
if (child.isMesh) {
// TOFIX RoughnessMipmapper seems to be broken with WebGL 2.0
// roughnessMipmapper.generateMipmaps( child.material );
}
});
scene.add(gltf.scene);
roughnessMipmapper.dispose();
render();
});
});
var pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
window.addEventListener("resize", onWindowResize, false);
}
function onWindowResize() {
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
render();
}
}
/**
* 开始Three
*/
componentDidMount() {
this.initThree();
}
render() {
return <div id="canvas-frame" style={{ height: '100%', width: '100%' }}></div>;
}
}
最后
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